// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "../Base/BasePS.h"
#include "GamePS.generated.h"

/**
 * 
 */
UCLASS()
class SGAME_API AGamePS : public ABasePS
{
	GENERATED_BODY()
public:
	AGamePS();

	virtual void BeginPlay() override;


	UPROPERTY(BlueprintReadWrite,EditAnywhere,Replicated,Category="PlayerInfo")
		int32 ID;
	UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Category = "PlayerInfo")
		FString Name;

	virtual void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override;

	UFUNCTION(BlueprintCallable,Reliable,Server,WithValidation)
	 void InitPlayerInfo(int32 PlayID);
// 	UFUNCTION(BlueprintCallable, Reliable, Client, WithValidation)
// 	void S2CInitPlayerInfoS2C(int32 PlayID, FString playerName);
	
};
